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Game Physics Cookbook

You're reading from   Game Physics Cookbook Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

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Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
Languages
Tools
Concepts
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Toc

Table of Contents (19) Chapters Close

Preface 1. Vectors FREE CHAPTER 2. Matrices 3. Matrix Transformations 4. 2D Primitive Shapes 5. 2D Collisions 6. 2D Optimizations 7. 3D Primitive Shapes 8. 3D Point Tests 9. 3D Shape Intersections 10. 3D Line Intersections 11. Triangles and Meshes 12. Models and Scenes 13. Camera and Frustum 14. Constraint Solving 15. Manifolds and Impulses 16. Springs and Joints A. Advanced Topics Index

Plane


A plane is a flat surface that extents infinitely in all directions. A plane has a direction, which is expressed differently based on how we represent a plane. There are three common ways to represent a plane:

  • Three points (not on a straight line)

  • A normal and a point on the plane

  • A normal and the distance from origin

For our plane implementation we will use the third representation, a normal, and a distance from origin:

Assuming the normal of the plane is of unit length, we can use the following formula to find the distance of any point (X) from origin along the normal of the plane:

Dot(X, plane.Normal) = PointDistance
// Not plane distance from origin! ^

By subtracting the distance of the plane from the distance of the point, we can check if a point is on the plane:

Dot(X, plane.Normal) - plane.Distance = 0; // Plane Equation
// ^ Will always equal 0 if point is on the plane

This is called the plane equation. The preceding equation will return the following:

  • 0 if the point is on the plane...

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